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Arrowhead has a lot plans for the future of Helldivers 2. These obviously include new content for future updates as well as warbonds. Recently we have been treated to the activation of the DSS, and we’re still waiting for the Illuminate to land. While the Illuminate should be landing anytime now, the Helldivers 2 CCO has revealed why fans shouldn’t expect a brilliant backpack feature to be introduced soon.
We’ve been waiting all year long for the Illuminate to invade Helldivers 2, and it appears they are right around the corner thanks to a new Steam update. Aside from the Illuminate finally invading, Arrowhead has discussed other plans for HD2 such as adding true customization options for players, while also adding vehicles and implementing crossovers with other IPs.
All of the above is stuff to anticipate for the future. In addition, we might one day get a nifty backpack feature that Arrowhead want to add but haven’t been successful in implementing just yet.
Helldivers 2 CCO reveals why game doesn’t have belt fed machine gun backpack
On X, Arrowhead CCO and HD2 creative director, Pilestedt, was tagged by a fan asking, “How do they not have a belt fed machine gun backpack in @helldivers2 yet?”.
In response, Pilestedt revealed that it’s not in HD2 because of “Minor technical reasons”. There’s no elaboration on what these technical issues are, but Pilestedt’s response at least tells us that such a feature is something Arrowhead wanted to implement.
The implementation of a belt-fed backpack is something players have requested before in Helldivers 2 on socials such as Reddit. As for what it does, the backpack carries large quantities of ammo with the belt feeding a steady streamline to the machine gun.
It would be really cool to see the feature added to HD2 sometime in the future. However, it’s unknown if Arrowhead are still looking to add such a mechanic, or if it’s something they proposed but decided to leave because of the “minor technical reasons” alluded to by Pilestedt.
While a belt-fed backpack would be great, there are other more tangible stuff to anticipate for the future. Leaks have revealed old Dune weapons and armor possibly reserved for a premium warbond, meanwhile, leaks have also shown an updated render for a weapon yet to be deployed.
For more Helldivers 2, check out our guide to the best warbonds ranked, along with the best stratagems and best throwables. We have also a guide to the best weapons, and, if you’re coming back to HD2 for the first time in a long while, we have a bunch of tips and tricks to help you get reaccustomed to the battlefield.
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Trapped on a space station with a ruthless killer, Edward Locke must solve this mystery, or it will be his last. In this strange place, filled with even stranger people, Edward will discover more about himself than he ever could have imagined. Join Edward as he explores a hand-drawn richly conceived world, filled with danger, mystery, creativity, and memorable moments.
Murder on Space Station 52 IS COMPATIBLE WITH STEAM DECK (Playable)
STALKER 2 has had a successful launch week, but is it being held back? Raphael Colantonio, founder of developer Arkane and co-creative director of the Dishonored series, thinks so, and he says Metacritic is to blame.
“The Metacritic ecosystem encourages devs to make safe boring games,” Colantonio said on his X, formerly known as Twitter, feed this morning. “As long as a game is polished at launch, you’re guaranteed a 80%, no matter how boring the game might be. Meanwhile Stalker2 [sic] gets a 73 because it’s a bit rough on the edges at launch.” At the time of writing, STALKER 2 has a Metascore of 74, with a user score of 7.7.
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S.T.A.L.K.E.R. 2 Documentary Reveals Ukraine War’s Impact On Development
A new documentary by GSC Game World displays the massive hurdles and struggles their people went through during the current Ukraine war.
Metacritic scores can be a hot-button topic in the video game industry. Some developers, such as Suda51, think there’s too much focus on them. Metacritic also allows users to score games alongside critics, but user scores have become an issue of their own. Metacritic and its parent company, Fandom, are cracking down on the practice of review bombing to ensure user reviews have more merit.
Despite its “less than appealing” Metascore (if you ask me, a 74 is still a solid score), STALKER 2 has been selling like hotcakes, breaking the one million units sold mark after just three days. In our review, we said that despite how much fun the game is, performance issues and inconsistencies hold it back until updates from developer GSC Game World arrive. GSC has stated that those updates are coming, particularly when addressing issues with controller support and the A-Life 2.0 system.
No matter how many updates GSC provides for STALKER 2, in the eyes of some, it won’t escape the stigma of its Metascore. “A bad game with no bug has better score than a great game with bugs. Makes sense to you?” Colantionio adds. “It means the essence of the game is not taken into consideration, it means that 3 months later, when the great game is patched, it still has a [bad] score. Makes sense to you? [Fallout: New] Vegas is a great example of one of the best game [sic] ever made with a metacritic that doesn’t match the reality. A fantastic buggy game can get patched, a boring game will stay boring.
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STALKER 2 Director Discusses AI Mechanics and Wartime Development
Based on what creative director and producer Slava Lukyanenka says, not even that could stop STALKER 2: Heart of Chornobyl from coming out.
Colantonio is on the money when talking about Fallout: New Vegas. It’s considered one of the greatest RPGs ever made, and there’s no denying that, upon release, it was one of the biggest games ever launched. Thanks to developer updates, the experience has become much smoother over time.
Time will tell if GSC can stabilize STALKER 2’s performance and fix the game’s bugs. As for now, they’re saying all the right things, and fans are excited to see if they can deliver on their promises.
Closing in on the Wine 10 stable release now! Wine 9.22 has been released, ahead of the first release candidate for Wine 10 in two weeks time. The Wine 10 release itself is due for sometime around mid-January.
From the release notes the highlights are:
Support for display mode virtualization.
Locale data updated to Unicode CLDR 46.
More support for network sessions in DirectPlay.
Wayland driver enabled in default configuration.
Going by the GitLab, it seems Wayland is only currently used when x11 fails. So it’s enabled, but not the default go-to, likely as more Wayland work still needs to be done.
There’s also bug fixes noted for Dark Souls Remastered, World Of Warcraft and Steam. Plus a few other miscellaneous behaviour fixes.
The great Hong Kong filmmaker Johnnie To is broadly known for his riveting gangster dramas, with operatic gun fights, tense drama, and conflicted characters. But To is a skilled filmmaker in many different genres, and one of my favorite films of his is the excellent romantic comedy Don’t Go Breaking My Heart, which he co-directed with frequent collaborator Wai Ka-fai. It’s one of the best love triangle movies ever, and it’s a perfect movie to get cozy and watch with someone you have a crush on this holiday season. And if you want to watch it, the clock is ticking: It’s leaving Netflix Dec. 1, and there’s currently no other way to watch it — there’s no way to rent or purchase it digitally, no other streaming service has it, and physical releases range from “exorbitantly expensive” to “difficult to find.”
Starring three gorgeous and charming people (a great foundation for a romance), Don’t Go Breaking My Heart follows Chi-yan (Gao Yuanyuan), a recently single financial analyst who finds her heart pulled between two competing suitors: a CEO (Louis Koo) who stood her up, and an architect (Daniel Wu) she helps get back on his feet after going through a rough time.
Both men are charming and suave, but offer different attributes as prospective partners — Koo’s CEO is more removed emotionally but offers financial stability, while Wu’s architect is full of romantic yearning, but he’s still picking up the pieces of his life. It’s understandable why the choice is difficult — this isn’t your typical “one good option, one bad” love triangle story (and To uses the background of a financial crisis to cleverly portray finding a life partner as an act of comparison shopping in the free market of dating). Individual viewers will have their own preference for which partner she chooses, but you could see her being content with either of them. They also end up working, at different times, in the building across from where Chi-yan works. That leads to one of Don’t Go Breaking My Heart’s most charming touches: The characters flirt by putting up sticky notes on the large glass windows of their buildings, making smiley faces and sending messages to each other. The glass windows are also a great opportunity for one of the age-old rom-com tropes: Mix-ups and miscommunications leading to hijinks.
The movie’s frequently funny, too, with sight gags, laugh-out-loud dialogue, and physical comedy galore. Part His Girl Friday, part Playtime, and all fun, Don’t Go Breaking My Heart is an excellent example of a generational director working at the height of his powers and absolutely nailing a genre.
Don’t Go Breaking My Heart is streaming on Netflix through Nov. 30.
Hands up if you had snow overnight? Well lucky you, because while I still have a chill in the air in my neck of the woods, it’s merely accompanied by wind and some rain. My cat is thoroughly unimpressed by this and he can’t keep himself entertained with playing Flight Simulator, STALKER 2 or GT7 this weekend.
OK, maybe he’ll watch…
In the News This Week
Games in Review & Featured Articles
This week saw the culmination of one monumental effort by GSC Game Worlds to bring their game to release, despite everything that’s happening to their homeland. Thankfully, even with plenty of hinky bugs and issues, STALKER 2 is a rousing success.
We also had a pair of hardware reviews, with one thing that goes on your head and another thing that all your gaming things can go on.
Elsewhere, Dom got to go hands on with Dynasty Warriors: Origins and had a fabulous time with it – make sure to check out that new demo! – and Jason found Beastieball to be a wonderful mix of Haikyuu and Pokémon.
Aran went back a decade to his PS Vita to play Tearaway, while Dom then looked even further back to the 1990s for more upgrade fodder that Square Enix could apply their lovely HD-2D effect to. Here’s five HD-2D remakes we really want to see.
Rounding things out as always, What We Played featured Dynasty Warriors: Origins, Tearaway & STALKER 2
Trailer Park
See Dynasty Warriors: Origins’ gameplay breakdown trailer
Donkey Kong Land lands on Nintendo Switch Online
Virtua Fighter 5 R.E.V.O. announced for PC
Your Achievements
Let’s see what you’ve been playing this past week.
TSBonyman came back from a Peter Hook gig in Belfast and got right back into making his own music in Dreams. He’s also started replaying Dishonored: The Knife of Dunwall DLC.
Andrewww’s hand was firmly in the air at the head of this round-up, with 20cm of snow last night! Before he got snowed in, he managed to reach the end of Horizon Forbidden West, and managed to clear most of the map of things to do. He also liked the accessibility options that helped remove some of the more unnecessary inputs when interacting with things.
That’s the round up for this week. Hope you have a great weekend ahead!
Super Mario fans can also save on an Amazon-exclusive four-pack of Hot Wheels Mario Karts.
If you’re shopping for a Super Mario fan this holiday, Amazon and Target have great deals on popular talking Mario action figures and posable plushies for Black Friday. Amazon also has a nice limited-time discount on an exclusive four-pack of Mario Kart Diecast Hot Wheels cars as well as price cuts on two track sets.
$18 (was $50)
Made by Jakks Pacific, this officially licensed 12-inch Mario figure carries a $50 list price, but Amazon and Target have it for only $18 for Black Friday 2024. The massive 64% discount is the best we’ve seen for this-a Mario figure.
It’s-A Me, Mario, the talking action figure has over 30 built-in sound effects and phrases, 15 points of articulation. Naturally, Mario will say things like “Woo-hoo” and “It’s-A Me, Mario,” because he wants to make sure you never forget his name. Mario also knows five songs, which can be played by posing his arms in specific spots and pressing his hat.
Got a news tip or want to contact us directly? Email news@gamespot.com
In 2019 we did a big review of the ZX Spectrum game Nixy and the Seeds of Doom, a game which we said was not only very fun and addictive to play, but it had beautifully crafted visuals. So why is this game getting a mention again on IRN? Well if you didn’t get the chance to play this game back then or the more recent C64 version (Nixy the Glade Sprite) which is also of high quality, you’ll be pleased to know that Ali Pouladi, Andy Johns and Kamil Wolnikowski has released the hit game of Nixy and the Seeds of Doom over to the Commodore 64!
Here is the latest from the website “Join Nixy once again as she embarks on a new quest to find the source of the corruption threatening her home in the Glade. Explore mysterious caverns and crumbling castle ruins while avoiding ghouls, knights and other obstacles as she searches for clues and allies to aid her in her quest! Nixy’s adventures will take her across the Glade, up to the castle towers and down below the hidden caverns. Can you help her save her home once again?”
This C64 version of the game features many improvements over the original ZX Spectrum version:
Forty detailed screens with animated backgroundsVastly-improved sprites and animationsAn in-game mapA helpful UI area with a dynamic hint systemAn advanced sound system featuring:Three audio modes:music only,music with partial sound effects, andambience track with full sound effectsSix music tunes and three ambience tracksRun-time patching based on the SID modelA proximity calculation system that plays the enemy/event sound effects only when the player is close enoughCompatible with PAL (recommended) and NTSC machines
“I remember going to what was probably the local video game shop or computer shop, and me and my friends saw it on the 3DO, and we were like ‘what’s this?’, we all jumped on it, and you felt badass,” current Need For Speed producer Patrick Honnoraty says. “Being able to drive it, being chased by the cops, there wasn’t an experience that was really like it at the time.”
Since the release of that game – The Need for Speed or Road and Track presents: The Need For Speed if you want to stick to what’s on the box art – in 1994, the racing genre has evolved to a place no one could really have predicted back then. Not least me, as I write this, given I’d not be born for another half a decade or so.
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But Need For Speed has stuck around, and next month, it hits the milestone of turning 30 years old. That’s 30 years of changing and evolving in different ways, some inevitably more well-received by players than others, a sentiment that isn’t lost on the current and former NFS developers who spoke at a recent 30th anniversary roundtable attended by VG247.
“The trajectory has been bumpy actually, in some cases,” Honnoraty acknowledges, “but what’s happened and I think what’s been most important is that if you think about the first inception of what The Need For Speed was, it was really accessible, really easy.”
He continues that in his estimation, Need For Speed’s “really tried to stay true to that formula” established by the original. “It’s still accessible today, a lot of car racing games are not so easily accessible, so people still have the option to jump into a Need For Speed game.” Another important factor in the devs’ eyes is staying relevant to the ever-changing trends of car culture, with Honnoraty saying: “It’s [vehicle artists like] Bryn [Alban] and Frankie [Yip]’s job all the time to be looking at what’s happening, and upcoming trends, and trying to include that back into the game.
“I’d say in [Need For Speed’s] trajectory of its ups and downs, it’s probably been at some of its worst times when those things have been removed actually,” he adds, “When customisation has not found its way into the priorities that we’ve set, and it’s been removed from the game, I think the game’s suffered in those times when we had that.”
That’s the thing though, as the series has grown and changed over time – from those earliest joyrides to the noughties street racing romps of Underground and Most Wanted, then on to trying some different stuff with games like Prostreet, The Run and the Shifts, before moving into its latest era that’s seen development move from Criterion to Ghost Games and then back to Criterion – it’s become a lot of things in the eyes of an awful lot of players. So where does that leave it in November 2024?
“I think today the biggest challenge we face is literally the age of the franchise, and what it’s been,” Honnoraty says. “It’s been so many different things and appeals to so many different people that we even see the debates between players [as to] which is the best game, and why is it the best game.
“I’ll give you an example. When we had Need For Speed Payback at EA Play, we had people on the booth, people would jump [in] and they would play the highway heist. They would come off the booth and I’d be like ‘How was it?’, and they’d be like ‘Oh man, that reminds me of Most Wanted, that was amazing’ and then [other] people would come up and go ‘Oh man, that reminded me of Underground, it was so good’. I’m like ‘How? What? They’re totally different!’
“So, I think it’s just people carry with them the feeling that they had when they played those games. Some of them skipped ones and then came back for others. I think that’s the hardest thing today, is honestly reconciling what Need For Speed means to players, and you’ve seen it – when we go in one direction with something [and] it doesn’t quite work, it doesn’t appeal to certain sorts of players, and we go in another direction. It’s a real thing that we have to tackle, day-in, day-out. John [Stanley, Criterion senior creative director] and I work with it constantly,” Honnoraty concludes, joking: “We think we’ve nearly cracked it.”
“It means so much to so many different people and everybody’s got a different opinion as to what a good Need For Speed is,” adds vehicle art director Bryn Alban. “So, trying to appease everybody at all times is super difficult, even down to the nitty-gritty details of what customisation we put on our cars. It’s so divisive a subject for our players that it’s almost impossible for us to get it 100% right all the time.”
While listening to that spread of vocal and passionate fan viewpoints and opinions is clearly important for developers working on the series, long-time NFS developer, Justin Wiebe – currently a studio design director at Battlefield studio Ripple Effect – says it’s not just a case of trying to blindly make something that the pleases every potential player with each entry. Especially with a series that for a while had annual – or near annual – releases.
“I think for me, one of the largest learnings and challenges is that if you try to make something for everyone, what you wind up doing is watering it down and making something for nobody in particular,” he says, “So, you really do have to be ruthless with your vision and say ‘We are going to take this component, this part of what people love about Need For Speed and we’re going to bring it to the next level’.
“Then [it’s about] what does that mean, and we’re looking, we know that other people are going to miss X, Y and Z, because that’s what Need For Speed is for them. So, are we ok with that? How do we massage it? How do we manage the message for what this particular Need For Speed is gonna be about? I’ll go back to my experience on Prostreet, which, as we say, talk about taking risks – let’s take Need For Speed off the streets, out of the open world, let’s make it sanctioned on racetracks in professional sporting events, and say ‘This is your Need For Speed’.
“People are like ‘What about the story, what about the cops, what about this?’ It’s like ‘Yes, we understand those aren’t there, but we made a decision, we want to go big, we want to bring car culture to sanctioned racing tracks, and that was the vision for this year’s Need For Speed’. That’s the hardest thing, is to make these decisions that we know are going to be polarising for players, but that we believe is best for that particular product in that moment in time.”
Naturally, this is something the most recent entries in the series – and the ones that’ll inevitably follow them as it accelerates on into the next 30 years – continue to grapple with in the quest to keep on evolving what a Need For Speed game can be.
“Even in my time recently,” Honnoraty says, “We did a kind of version of Hot Pursuit [with] Rivals, we then changed and we kinda went back to a re-imagining of what would Underground look like today, bringing back customisation, we even then looked at focusing on a very much more action-oriented game [with Payback].
“Then [we] moulded some of those things together to create something like Heat, brough in Heat’s idea of risk [vs] reward and doubled down on it for Unbound to create the calendar system. So, it’s always re-inventing, always trying to pick the ideas that make what you do with these vehicles interesting. Something that’s slightly beyond the racing, but the racing is always still at the core of what they are.
“I think that’s what we’ve done, for good and for bad, because those things [being] risks, they don’t always work and they don’t always resonate with players, but you’ll guarantee we will always be doing something different.”
Overwatch 2’s newest tank hero, Hazard, is officially launching next month when the shooter’s 14th season starts, but you can take him for a spin from now until November 25. Just before the test period began, Blizzard released the first footage of Hazard in action and a breakdown of the Scottish hero’s kit. In some ways, Hazard feels like an amalgamation of other characters’ abilities, similar to Juno. However, there’s enough variation here that I can see him feeling fairly distinct, and not just like a copy of the heroes he borrows from.
Like most other tanks in Overwatch 2, Hazard’s kit is about claiming space and disrupting the enemy team. His primary fire is a medium-range, shotgun-like burst of spikes from the gatling gun on his right hand, which compliments the rest of his playstyle as a mobile, scrappy tank along the lines of Winston or Doomfist. Hazard can leap like Winston, and follow it up with a powerful melee attack using the purple spikes that grow from his armor. His mobility doesn’t end there, though, as he can also climb up walls like Hanzo and Genji. Both these abilities help him reach the high ground with ease and chase down foes that would otherwise give a more stationary tank trouble.
Overwatch 2’s New Story Missions: Worth The Money?
When Hazard actually reaches enemies in close range, he can also brawl and claim space with his Spike Guard ability that heavily reduces incoming damage, regenerates ammo, and fires spikes from his back a short distance in front of him. This is good for both pushing forward against enemies as well as retreating, but unlike Ramattra’s guarding ability, it has a time limit and can’t be used indefinitely.
Probably the most interesting tool in Hazard’s arsenal is the Jagged Wall ability. Similar to Mei with her Ice Wall, Hazard is able to build a wall that can block incoming attacks, but it’s not quite as wide as Mei’s. It makes up for this with some additional perks, including its spiky exterior that damages and repels foes who touch it, and that it can be built onto the side of walls. This gives him the opportunity to erect a wall in some spaces Mei can’t, and maybe even knock an enemy off the side of the map if you can time it right.
Rounding all this out is his ultimate, Downpour. This ability rains down purple spikes a decent distance in front of Hazard, holding enemies caught in the, er, downpour in place. Those affected can still fire their weapons, but they will be immobile for a short time, leaving them open for a killing shot.
Overall, Hazard seems like he thrives when he’s claiming space and squishy heroes will probably hate to see him coming. But I’m curious to actually see how players react to him after playing, as every time an Overwatch 2 hero is released, there are weeks of discourse about how they have ruined the game or aren’t good enough to move the needle. Where will Hazard fall? We’ll see in the coming days.